Trapping the Foe from TURN ONE? The Big First Turn Move Block! Warhammer 40K Tactics



Let’s talk through a big play for Warhammer 40K and how it could send some armies reeling!

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0:00 Intro
1:24 Move Blocking in 40K
4:55 First Turn Move Blocking?
6:12 When Does it Work?
9:33 Units to Do it With
13:01 Other Thoughts + Counters
15:04 Outro

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32 thoughts on “Trapping the Foe from TURN ONE? The Big First Turn Move Block! Warhammer 40K Tactics”

  1. Some Guard Player tried this with me and my Space Marine Vanguard Tank Force… Sure, my scouts and infiltrators couldn't get out of the deployment, but I did get the boltguns to start working on the units and then letting the Gladiators mop up afterwards…

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  2. By using fenrisian wolves with cyberwolf to get scout 6", they pretty good for screening unit, and keep the enemy in their own deplyment zone, and waiting the main unit can move to the center such as thunderwolves and terminators, works for me by using stormlance

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  3. this is what I am doing since the tyranid codex dropped. and I haven't lost a single game with the strategy.. I play the endless swarm, 3 units of von ryans straight up as close as possible to their DZ move blocking and ready to charge, some lictor variants, 3 units of hormagaunts, 3 units of gargoyles and then 3 units of termagaunts.

    I basically charge into the opponents deploymentzone turn 1 with at least 3 units, trapping multiple units in combat often, and follow this up with waves of hormagaunts in the middle of the field turn 1, gargoyles swarming the board and dropping fro mthe sky. and by turn two the whole board is just covered in my models, enemies unit can not move or even leave their deployment, especially shooty lists just die to this.. some melee armies, llike the new necron wraiths and world eaters CAN deal with, because they have to volume to kill more that a troop my guys each turn.. but in general I win every game because I score max primary while my oppoennts often only score like 0-20 points on primary.

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  4. There's something similar to this concept in chess – gambits. You sacrifice a piece or pawn to get into a better position than the opponent. The problem is, you have to prove to the opponent that the gambit was worth it, and use it quickly to gain the upper hand – otherwise it's just a lost piece or pawn.

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  5. whats really weird is that ad mech is super good at this right now. loads of high mobility options, access to advance shenanigans, and chicken walkers being way to tanky for the points

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  6. Could this work with a Drop Pod? 70 points to deep strike on turn one. 7 toughness, 3+ saves, and 8 wounds. Can you deploy 3 empty drop pods turn one to block off a big section of the battlefield?

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  7. In vanguard detatchment, 10x thunder hammer/storm shield terminators with chaplain and blade driven deep enhancement is pretty great for this.
    Points are worth it as it COMPLETELY shuts down some lanes, allowing you to dominate your chosen firing lanes

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  8. This sorta tactic makes me think of whether there'll ever be a way to an opponents unit into reserve. Would need to have restrictions and be pretty expensive but is interesting design space

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  9. I've got to be honest, anything to do with rules "shenanigans " or rules lawyering is what ruins the game of 40k for me. If you've got a decent opponent there should always be an element of sportsmanship that means that your massive war machine can't be stun-locked by a chest high wall or a similar technicality. That said, I have been far more likely to screw up a key units movement because I had put one of my own units in front of it and they weren't able to get past or into the position I wanted because I moved things in the wrong order.

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  10. I managed to pull this off once against a Monster Mash Chaos Demons army. Used mass Zerkers, Jakhals, Spawn and pinned the greater demons in their deployment zone. Adding Masters of Execution to my Zerker squads made my opponent very reluctant to charge me and I won on points. I ended up killing all his OC2 troops and ignored his Greater Demons. He broke the stalemate in turn 3 with Shalaxe and a Bloodthirster but by then I’d scored so much primary he couldn’t recover. Fascinating game.

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